Croteam in an interview said that they did make more difficult puzzles, but that they only chose the easier ones for the main game and are keeping the more difficult puzzles (except for the gold puzzles) for a DLC
@@daddy7644i agree, but i think i can see where they're going. leaving the easier puzzles in the base game makes it much more accessible to players new to puzzle games, and i think that's a major factor in their target demographic with it being an adventure puzzle game and such. i mostly say that from experience, a lot of my friends have picked up TP2 as their first puzzle game and they've been really enjoying it. the devs do a really good job of offsetting the ease of puzzles with the "cool factor" for the vets that they want buying the game. leaving the harder puzzles for dlc will entice the veterans to buy it to finally play them. likewise, the newer players might end up buying it to test their skills now that the base game taught them a lot of the basics for the puzzle genre, and they also had plenty of time to familiarize themselves with the mechanics. from a puzzle game enjoyer standpoint? frustrating, i agree, since it'd be nice to have done tougher challenges. from a business standpoint i say it's absolutely genius of them
I kind of like that, using the main game they teach you the mechanics make sure you are familiar with them and teaches you niches.. and then they will destroy your brain in the dlc just to show you the game is not too easy
Just want to say, secret puzzle at 22:35, hitting the box up is almost *certainly* the intended solution. The puzzle is called Question Block, which evokes Super Mario, where you jump up and hit question blocks with your head.
I love the way you edit the conversations with the NPCs into almost a youtube collaboration with those NPCs, it feels so natural until you actually think about all the work that has to go into that.
I was actually very impressed with the editing. It did feel really natural, even though I assumed there was some dialog option being selected somewhere.
It's because, in an early episode, he legit thought that the first one he found was indeed a bike. Commenters screamed that it wasn't (or maybe that was his second, which he also thought was a bike), so he jokingly said his next was a bike, which it wasn't. It has since stuck, to our amusement.
I really liked the solution for Puzzle 4, largely because the red receptacle that opened the door to the blue laser was a red herring. I feel like we haven't seen too many of those throughout the game, but that one was very well done.
@@carpedm9846 tyler said it himself that they dont do as good, not this video in particular but all from this game. dont hate the guy just cuz he's sad about the series not doing so great
@@carpedm9846no no, hes got a point. take, for example, the first magicube video vs the ttp2 video the day after. the magicube video has 93k views and the ttp2 video has 50k views.
@@carpedm9846 i love Tyler’s videos i watch them every day, like the guy said earlier, Tyler mentioned that this series is doing pretty poorly in terms if views
I really, really love the Trevor logs. They help connect the two games and continue the theme of noble sacrifice. This one in particular. I happened to play it during one of the more melancholic pieces in the game and it just hit so hard. This team was working tirelessly while on one of the most important deadlines in all of recorded history. They gave the project their everything - they had to - and even then only barely made it in time.
These episodes seriously can't come fast enough, I'm obsessed with this series. Eager to get my hands on the game too but the presentation of this playthrough is top-notch.
@@pyce. In the first episode he found a bicycle artifact. In I think the second episode he found another artifact which he called a bicycle first whilst it actually was something else. Since then he has been calling every artifact a bicycle
Tyler when there is lightning discharges everywhere, enough to light up the room: Walks in there like a chad. Tyler when unknown script detected: Well, this is risky!
You made Pandora say **I too cannot use the flame wisely** -- basically she admitted to not being all knowing, that she can make mistakes. That's starkly different from how she was at the beginning with all of her hubris.
17:02 I hope Tyler ment this as a joke, i the buildings were actually architectured they would have crumbled into pieces long ago This is clearly an engineering masterpiece!
30:57 The "corrupted" text here (and elsewhere) isn't corrupted. Rather, it is ASCII text encoded in hexadecimal. Generally speaking, these strings are totally irrelevant from a story or lore perspective -- but in this sequence the encoded strings are at least a _little_ bit relevant. They are messages from Pandora refusing to allow tou yo shutdown the malfunctioning generator. There is a Sream guide that decodes all the encoded strings in the game -- the strings that are relevant to this sequence are located in the last section, entitled "Misc."
One key difference between a button lock and the swapper is that you can still have some functionality of the item on the button. The swapper completely stops the item's use.
@@twobladedswordsandmauls2120 There is. The more possibilities a piece gives way to, the more overpowered it is, or if you want to be technical about it, useful, since it is much harder to limit a piece that has access to way more shortcuts.
@@swordzanderson5352yeah but a puzzle designer’s whole job is to make limitations. That’s what a puzzle is, a bunch of limitations you have to use the provided tools for. If one of those tools can be used to find a shortcut, that’s the fault of the puzzle/level, not the tool (ignoring puzzle games that keep cheese in on purpose). I think if a puzzle element is “overpowered” then it’s just easier for the level designer to make mistakes.
@@justasquid8077 Well, if you are mentioning the term in a literal sense, yes. What I was trying to express, Tyler isn't being literal, in a game discussing philosophy which is never literal. I cannot 100% know what Tyler meant to convey, but, with how much possibilities a tool in a puzzle is, the more it has to its usefulness. Say, a grapple gun in an RPG. It can get you places. Now add that it can damage enemies in a line. Then add that they can reel lighter enemies in. Then add that you can use it also as a method of moving from A to B very quickly during whatever. A single tool, this grapple gun, has already been elevated to qiite the levels of usefulness, thus deemed "overpowered", though it doesn't literally mean so. In the literary sense, the term is meant for anything that is way too good for whatever circumstances it may face, hence pretty much making them trivial. But, if something makes you FEEL like a god, that will also feel overpowered, in a good sense, even though it is serving its intended purpose and not actually trivialising anything.
@@swordzanderson5352ah I see. You were talking in terms of game-feel instead of literal use which does make sense. Instead of directly arguing, I kinda want to combine our points then. If what makes something “overpowered” is if it FEELS too good for the situation, then that again falls on the puzzle designer. Let’s say they build a puzzle with an item being overpowered in mind (i.e. those types of puzzle that are kinda easy but fun to see the solution play out). Since we’re focusing on one item then I’d make the main solution revolve around the OP item. Keep the puzzle fairly easy and you could do that with almost any beneficial mechanic. I’m not saying every mechanic is equal, some are just objectively more fun to use (movement platformer’s jump pad vs. a grappling hook). What I am saying is that if you’re a good level designer, the bar for overpowered is extremely low. In a good level of this type it would “feel overpowered in a good sense, even though it’s serving it’s intended purpose and not actually trivializing anything” like you said. Side tangent: The puzzle I described sounds an awful lot like a tutorial level (fairly easy and centered around one mechanic). If tutorials could make an item seem strong, then the fact that talos has 2-3 tutorials per mechanic before any proper puzzles could be why Tyler keeps saying that things are overpowered.
Antigrav is a lot more OP than the game lets you experiments with. 1. It lets you to move items remotely. 2. It's a limited teleporter. 3. It adds a third dimension to puzzles. 4. Lets you go through holes.
It truly amazes me every time I check, that your videos don’t even consistently get 100k views. The content is so much higher quality than most any other gaming channels, and yet… ig my generation tends not to have the requisite attention span for big series of puzzles that require context of the previous ones to appreciate. I’d still imagine more Millenials or Gen X would like it
37:00 Clever solution, I didn't think of that at all, and I think it might be unintended going by the level name; I sent the cube+gravshifter over by launching it from the fan into the grav-beam so all 3 items were on the other side
Oh wow (sorry for the excessive comments). When I spoke to Pandora here I was able to momentarily shake her resolve. I wonder if there were other times we were able to get the better of her - every time before she'd offer the same counter-quips she's given Tyler.
I’m really sad these videos aren’t doing that well, I do hope you still do them all like you said. Although I feel like part of that has to do with the thumbnails, they aren’t that clickable even if they are high quality. People loved seeing 1000th tall bunny stacks in thumbnails and seeing foreign languages get translated into something funny, but I don’t really see the appeal of these ones. They usually just have a single word and don’t display the new mechanic in that interesting of a way. Yeah, they are high quality and they get the point across for returning viewers but I don’t think many people are going to be clicking on a thumbnail that just says “Warp” if they don’t know what it is. Maybe I’m wrong though, I’m no UA-cam expert, but I feel like if that new feature where you can use multiple thumbnails and have youtube automatically use which ones get the best impressions is available to you it would be greatly beneficial.
I was reading a journal about music where a neuroscientist was studying the sounds we perceive as our audio centers of the brain develop and how that may be related to what we like. 2 pulse rhythms of heartbeat, sounds in female vocal range, etc. I don't remember all the details but it was interesting!
Haven't been watching these last few episodes. I'm loving the series, and the length. I just don't have the time to allocate to them right now, although I'll definitely get around to it. Just providing this info so you don't stop the series. Backpack hero is a bit easier to watch in a passive manner, whereas this, you have to pay a bit more attention to things.
One of the recent channel game updates you mentioned a possibility of turmoil coming back, any plans for that still? Loving the current content, glad to see backpack hero return
That mechanic is the darn radio zone! (all receivers within range will get signal of the first emitter to transmit) tl;dr: bluetooth connecter (you can play a game with it in Transmission, zone 4 i think?)
Wait, what? The Lost Puzzle at 36:44 is NOT supposed to have a removable fan! The puzzle is called Stowaway for a reason 😂 Oh well, Tyler will learn that technique in a later puzzle, I'm sure. Don't wanna spoil it here.
You might be able to think of the tetris pieces as vectors as the resulting direction is going be a result of the pieces put together. Don't know if that made any sense😅 A short example could be as a piece goes 2 forward and 1 left to get back on straight line you would need a piece that goes 1 right and however many forward to complete the puzzle.
5:55 I actually played Portal 2 a few weeks ago. I can’t even think of a single test chamber that Tyler is talking about. if he is talking about wen there’s a large white wall and you don’t know where to put the portal, then that never happens. When they do that there is always a design telling you where to put the portal.
36:56 Ahhh, okay. thankfully i didnt cheese this puzzle too bad; if you put the box on the fan pedestal, you can just barely make the jump to the ledge. it felt unintended and cheesy, but thankfully i wasnt that far off
Justice only applies when social chaos fails, Socrates being sentenced to death was a failure of both. The momentary failure of one or the other doesn't prove either better.
40:50 I agree with the third one. Most moral principles are self evident. Muddiness comes from people ignoring what is self evident in the interest of pollical and personal gain.
It seems to me that we've created a world where the results of personal gain are self-evident, and understanding moral principles instead takes a lifetime of learning. I do wish morality was obvious though, the world would be a much better place if that were the case.
Croteam in an interview said that they did make more difficult puzzles, but that they only chose the easier ones for the main game and are keeping the more difficult puzzles (except for the gold puzzles) for a DLC
That's awesome thanks!
Perfectly reasonable
Part of me thinks they should have sprinkled some of the hard puzzles throughout the game a little bit to make the challenge a little better.
@@daddy7644i agree, but i think i can see where they're going. leaving the easier puzzles in the base game makes it much more accessible to players new to puzzle games, and i think that's a major factor in their target demographic with it being an adventure puzzle game and such. i mostly say that from experience, a lot of my friends have picked up TP2 as their first puzzle game and they've been really enjoying it. the devs do a really good job of offsetting the ease of puzzles with the "cool factor" for the vets that they want buying the game. leaving the harder puzzles for dlc will entice the veterans to buy it to finally play them. likewise, the newer players might end up buying it to test their skills now that the base game taught them a lot of the basics for the puzzle genre, and they also had plenty of time to familiarize themselves with the mechanics.
from a puzzle game enjoyer standpoint? frustrating, i agree, since it'd be nice to have done tougher challenges. from a business standpoint i say it's absolutely genius of them
I kind of like that, using the main game they teach you the mechanics make sure you are familiar with them and teaches you niches.. and then they will destroy your brain in the dlc just to show you the game is not too easy
Just want to say, secret puzzle at 22:35, hitting the box up is almost *certainly* the intended solution. The puzzle is called Question Block, which evokes Super Mario, where you jump up and hit question blocks with your head.
Pog
I love the way you edit the conversations with the NPCs into almost a youtube collaboration with those NPCs, it feels so natural until you actually think about all the work that has to go into that.
Underrated comment also very true
I was actually very impressed with the editing. It did feel really natural, even though I assumed there was some dialog option being selected somewhere.
25:09 "I wonder if the donk was intended"
The puzzle is called "Question block" for a reason ;)
On the question block puzzle I immediately thought of Mario. Then it hit me that you had to "donk" the box to win😂
I just realized that. That is so funny!
I can't believe I didn't make the connection! Absolutely brilliant. I love the Croteam so much for making these games.
Hey, here's a bicycle. -Tyler at every ancient human artifact. Please don't change.
Was about to come comment this, hope this gets a lot of likes
It's because, in an early episode, he legit thought that the first one he found was indeed a bike. Commenters screamed that it wasn't (or maybe that was his second, which he also thought was a bike), so he jokingly said his next was a bike, which it wasn't. It has since stuck, to our amusement.
It’s that tried and tested method of leaning into your mistakes to increase engagement
@@Scuuurbs like how it's a pam reader
@@waluigg2302 exactly!
Pretty sure some people are convinced that’s part of his Midwest accent lmao
I really liked the solution for Puzzle 4, largely because the red receptacle that opened the door to the blue laser was a red herring. I feel like we haven't seen too many of those throughout the game, but that one was very well done.
I love that it’s called question block like Mario and you have to hit it with your head (that particular level)
21:09 damnit the backpack hero thing
Fun fact. That "glitching" during the text adventure isn't actually glitching. It's pandora talking to you and trying to stop you
its sad that these videos don’t get so many views, i think they’re wonderful
Maybe because its new and people are afraid of getting spoiled
Dude its just been released, why are you showing up to be a downer like those guys that have notifs on to dislike someone
@@carpedm9846 tyler said it himself that they dont do as good, not this video in particular but all from this game. dont hate the guy just cuz he's sad about the series not doing so great
@@carpedm9846no no, hes got a point. take, for example, the first magicube video vs the ttp2 video the day after. the magicube video has 93k views and the ttp2 video has 50k views.
@@carpedm9846 i love Tyler’s videos i watch them every day, like the guy said earlier, Tyler mentioned that this series is doing pretty poorly in terms if views
I love this and I will hate it when it leaves
I love that even if you enjoy the puzzles more, you leave the philosophical discussions in the Video, i really enjoy them!
I really, really love the Trevor logs. They help connect the two games and continue the theme of noble sacrifice. This one in particular. I happened to play it during one of the more melancholic pieces in the game and it just hit so hard. This team was working tirelessly while on one of the most important deadlines in all of recorded history. They gave the project their everything - they had to - and even then only barely made it in time.
These episodes seriously can't come fast enough, I'm obsessed with this series. Eager to get my hands on the game too but the presentation of this playthrough is top-notch.
On my playthrough I enjoyed 12:40 really much. First time pulling the driller through its own hole. Sort of.
Great mechanic!
27:38 - that puzzle to connect to the external beams is called "Spiderweb" :D
I can't wait for him to finish this whole series SO I CAN BINGE THE WHOLE THING IN A DAY TYLER Y U MAKE SUCH GOOD CONTENT
Oh I am so going to do that
The running bicycle joke gets me everytime
I would call it a cycling joke even
When did I miss the origin of this?
@@pyce. In the first episode he found a bicycle artifact. In I think the second episode he found another artifact which he called a bicycle first whilst it actually was something else. Since then he has been calling every artifact a bicycle
Tyler when there is lightning discharges everywhere, enough to light up the room: Walks in there like a chad.
Tyler when unknown script detected: Well, this is risky!
You made Pandora say **I too cannot use the flame wisely** -- basically she admitted to not being all knowing, that she can make mistakes.
That's starkly different from how she was at the beginning with all of her hubris.
17:02 I hope Tyler ment this as a joke, i the buildings were actually architectured they would have crumbled into pieces long ago
This is clearly an engineering masterpiece!
You will see later why these buildings are architectural instead of engineered in the late game.
I'm glad you said that, late game portal was less about solving the puzzle more about them hiding an asshole wall behind a corner.
30:57 The "corrupted" text here (and elsewhere) isn't corrupted. Rather, it is ASCII text encoded in hexadecimal.
Generally speaking, these strings are totally irrelevant from a story or lore perspective -- but in this sequence the encoded strings are at least a _little_ bit relevant. They are messages from Pandora refusing to allow tou yo shutdown the malfunctioning generator.
There is a Sream guide that decodes all the encoded strings in the game -- the strings that are relevant to this sequence are located in the last section, entitled "Misc."
One key difference between a button lock and the swapper is that you can still have some functionality of the item on the button. The swapper completely stops the item's use.
With how good these videos are, I am always surprised that Tyler less than a million subs, the channel should have at least 1.9 million in my opinion.
That is very specific, though i don't mind it
I would go even higher, like 1.93 million
Quality over quantity.
@@johnarineharti would go even further beyond, to 1.936 million subs
I would go even further and say he should have more than 1,936 million but less than 2,438 million
Tyler every episode be like:
This mEchAniC seems very OVERPOWERED🤨
As if there are overpowered mechanics in a pure puzzle game.
@@twobladedswordsandmauls2120 There is. The more possibilities a piece gives way to, the more overpowered it is, or if you want to be technical about it, useful, since it is much harder to limit a piece that has access to way more shortcuts.
@@swordzanderson5352yeah but a puzzle designer’s whole job is to make limitations. That’s what a puzzle is, a bunch of limitations you have to use the provided tools for. If one of those tools can be used to find a shortcut, that’s the fault of the puzzle/level, not the tool (ignoring puzzle games that keep cheese in on purpose). I think if a puzzle element is “overpowered” then it’s just easier for the level designer to make mistakes.
@@justasquid8077 Well, if you are mentioning the term in a literal sense, yes. What I was trying to express, Tyler isn't being literal, in a game discussing philosophy which is never literal. I cannot 100% know what Tyler meant to convey, but, with how much possibilities a tool in a puzzle is, the more it has to its usefulness. Say, a grapple gun in an RPG. It can get you places. Now add that it can damage enemies in a line. Then add that they can reel lighter enemies in. Then add that you can use it also as a method of moving from A to B very quickly during whatever. A single tool, this grapple gun, has already been elevated to qiite the levels of usefulness, thus deemed "overpowered", though it doesn't literally mean so.
In the literary sense, the term is meant for anything that is way too good for whatever circumstances it may face, hence pretty much making them trivial. But, if something makes you FEEL like a god, that will also feel overpowered, in a good sense, even though it is serving its intended purpose and not actually trivialising anything.
@@swordzanderson5352ah I see. You were talking in terms of game-feel instead of literal use which does make sense. Instead of directly arguing, I kinda want to combine our points then.
If what makes something “overpowered” is if it FEELS too good for the situation, then that again falls on the puzzle designer. Let’s say they build a puzzle with an item being overpowered in mind (i.e. those types of puzzle that are kinda easy but fun to see the solution play out). Since we’re focusing on one item then I’d make the main solution revolve around the OP item. Keep the puzzle fairly easy and you could do that with almost any beneficial mechanic.
I’m not saying every mechanic is equal, some are just objectively more fun to use (movement platformer’s jump pad vs. a grappling hook). What I am saying is that if you’re a good level designer, the bar for overpowered is extremely low. In a good level of this type it would “feel overpowered in a good sense, even though it’s serving it’s intended purpose and not actually trivializing anything” like you said.
Side tangent:
The puzzle I described sounds an awful lot like a tutorial level (fairly easy and centered around one mechanic). If tutorials could make an item seem strong, then the fact that talos has 2-3 tutorials per mechanic before any proper puzzles could be why Tyler keeps saying that things are overpowered.
21:11 I love the reference to the pixel art debate on the backpack hero thumbnail. I love the new style btw.
Antigrav is a lot more OP than the game lets you experiments with.
1. It lets you to move items remotely.
2. It's a limited teleporter.
3. It adds a third dimension to puzzles.
4. Lets you go through holes.
Y’know, there’s a reason for how the game limits the players interactions
I chuckled when Tyler started throwing shade at his comment section over the Backpack Hero pixel art thumbnail debate lol.
Talos Principles 2 is making Tyler into a certified philosopher
24:17 Missed opportunity to put the "Mario hits Question Block" sound effect :(
Looks like they're bringing back the "reveal your true self then poke a hole in every contradiction" from the first game.
21:05 I still liked the old Backpack Hero Thumbnails...
It truly amazes me every time I check, that your videos don’t even consistently get 100k views. The content is so much higher quality than most any other gaming channels, and yet… ig my generation tends not to have the requisite attention span for big series of puzzles that require context of the previous ones to appreciate. I’d still imagine more Millenials or Gen X would like it
37:00 Clever solution, I didn't think of that at all, and I think it might be unintended going by the level name; I sent the cube+gravshifter over by launching it from the fan into the grav-beam so all 3 items were on the other side
I love how many bicycles there are to be found in the world!
The editing is godlike as always.
This game has been getting better and better and I cannot wait to see where it goes
The philosophical concept in this game is awesome
I do enjoy the collectible bicycles scattered around the map for Tyler to find 😁
I love the philosophical parts of this game
Wow what an amazing mechanic, just the first few minutes are incredible.
Just finished the 1 hour video. Thrilled to watch 44min more :)
I think the boink was intended because the level was called question block, which is the think Mario from the hit game Mario boinks with his head
This world is one of my favourite in the whole game, imo! Such a fun mechanic as well as a beautiful environment.
15:25 nobody expects the Fanish Inquisition
love the coherence between every thumbnail!
18:34, was not expecting a motte and Bailey joke in my sci-fi puzzle game
Oh wow (sorry for the excessive comments). When I spoke to Pandora here I was able to momentarily shake her resolve. I wonder if there were other times we were able to get the better of her - every time before she'd offer the same counter-quips she's given Tyler.
I’m really sad these videos aren’t doing that well, I do hope you still do them all like you said. Although I feel like part of that has to do with the thumbnails, they aren’t that clickable even if they are high quality. People loved seeing 1000th tall bunny stacks in thumbnails and seeing foreign languages get translated into something funny, but I don’t really see the appeal of these ones. They usually just have a single word and don’t display the new mechanic in that interesting of a way. Yeah, they are high quality and they get the point across for returning viewers but I don’t think many people are going to be clicking on a thumbnail that just says “Warp” if they don’t know what it is. Maybe I’m wrong though, I’m no UA-cam expert, but I feel like if that new feature where you can use multiple thumbnails and have youtube automatically use which ones get the best impressions is available to you it would be greatly beneficial.
“I could totally just fall to my death here and-
OH NO!”
Hey, Tyler! Do you enjoy math rock? I listen to a lot of stuff but this is the kind of music that makes my pattern-seeking brain tingle.
i seriously hope that the different endings dont rely on the user imput answers
I absolutely love this!
Ben's Comments:
Like Accumulators, Gravshifters answer the question of "what if fans - not just their covers - were mobile?"
"Question Block" like a certain infamous game with a plumber.
21:05 Chuckled at this. Sneaky sneaky
I was reading a journal about music where a neuroscientist was studying the sounds we perceive as our audio centers of the brain develop and how that may be related to what we like. 2 pulse rhythms of heartbeat, sounds in female vocal range, etc. I don't remember all the details but it was interesting!
im guessing the next area will be wireless lasers, as shown in the lab.
Haven't been watching these last few episodes. I'm loving the series, and the length. I just don't have the time to allocate to them right now, although I'll definitely get around to it.
Just providing this info so you don't stop the series. Backpack hero is a bit easier to watch in a passive manner, whereas this, you have to pay a bit more attention to things.
One of the recent channel game updates you mentioned a possibility of turmoil coming back, any plans for that still? Loving the current content, glad to see backpack hero return
28:54 This Alex(Alexandra) Tyler is talking about is obv Athena. Even giving out a blatant clue in her book recommendation and his musings after.
13:27 I love how I single misspeak early on has turned into a reccurring joke.
22:14 cut so hard his wardrobe changed
The shift in the thumbnail designs keeps making me think it’s a different series lol
25:10 I think the name “Mystery Block was a reference to how Mario smashes into mystery blocks with his head.
never have somthing so confusing made so mutch sence in sutch a calming way before...
I'm so mad that the trick of using gravity to pull the driller through the hole is never seen again.
In this episode:
Tyler openly displays his contempt for fans.
gotta love all the bicycles
I have lost count on how many times Taylor said a mechanics is overpowered, still, each puzzle is unique and difficult
Imagine starting on episode 10, Tyler looks at an arcade cabinet and confidently calls it a bicycle
me and yaqut having the same taste in music is like weird and surreal to me, i love this series
That mechanic is the darn radio zone! (all receivers within range will get signal of the first emitter to transmit)
tl;dr: bluetooth connecter
(you can play a game with it in Transmission, zone 4 i think?)
Seems to be a "Red Herring Receptor" (puzzle #4, 07:09) 😀
To establish order in chaos, is chaos relative to the chaos that were, meaning there will always be chaos unless there is only absolute order.
Wait, what? The Lost Puzzle at 36:44 is NOT supposed to have a removable fan! The puzzle is called Stowaway for a reason 😂
Oh well, Tyler will learn that technique in a later puzzle, I'm sure. Don't wanna spoil it here.
dude this game has so many bicycles in it, so hype
I really do love this game but man did these gravity puzzles give me motion sickness.
GOSH GOLLY! 44 Minutes of pure ttp2 gameplay with a very handsome looking person in the corner!
You might be able to think of the tetris pieces as vectors as the resulting direction is going be a result of the pieces put together. Don't know if that made any sense😅
A short example could be as a piece goes 2 forward and 1 left to get back on straight line you would need a piece that goes 1 right and however many forward to complete the puzzle.
5:55 I actually played Portal 2 a few weeks ago. I can’t even think of a single test chamber that Tyler is talking about. if he is talking about wen there’s a large white wall and you don’t know where to put the portal, then that never happens. When they do that there is always a design telling you where to put the portal.
Maybe he's talking about the very beginning of chapter 6? (Right after Wheatley gains control of the facility)
I believe there are those in the old aperture facility. Not the test chambers but traversal between them
21:13 *angry and confused pixel artist sounds*
7:39 when the red herring is red
Day 1147 of telling Tyler that he never finished his minecraft series and that he should finish it.
More gravity kinds, thsts crazy
More talos principle 2!!!
Petition for Tyler to forever refer to little world collectables as "bicycles".
yesssssssssss another long video of talos principle. ty
New thumbnail? Makes sense. You already did Beam for the first one and this is better then a repeat. I got confused though.
havent watched the video yet but the "beams" on the thumbnail looked pretty portal-ey
36:56 Ahhh, okay. thankfully i didnt cheese this puzzle too bad; if you put the box on the fan pedestal, you can just barely make the jump to the ledge. it felt unintended and cheesy, but thankfully i wasnt that far off
Justice only applies when social chaos fails, Socrates being sentenced to death was a failure of both. The momentary failure of one or the other doesn't prove either better.
29:36 TYLER RELIGIOUS CONFIRMED?
42:45 Nothing Is True, Everything Is Permitted
"I could fall to my doom."
*falls*
oh my god i finally understood that "question block" [the donk lost puzzle] is just. you gotta hit the block with your head like Mah Rio. Oh my god.
40:50 I agree with the third one. Most moral principles are self evident. Muddiness comes from people ignoring what is self evident in the interest of pollical and personal gain.
It seems to me that we've created a world where the results of personal gain are self-evident, and understanding moral principles instead takes a lifetime of learning. I do wish morality was obvious though, the world would be a much better place if that were the case.
Ironically these are some of the most human dialogue i've ever heard in a game. I constantly forget that they are ai.
The real 3d puzzles!
Yes,yes,yes,yes!